blob: b4dff54cd5f3ec933dd04f6c1ea9d87e86b8f6ab [file] [log] [blame]
// 1112.wgsl
[[group(0), binding(0)]] var Sampler: sampler;
[[group(0), binding(1)]] var randomTexture: texture_2d<f32>;
[[group(0), binding(2)]] var depthTexture: texture_2d<f32>;
[[stage(fragment)]]
fn main([[location(0)]] vUV : vec2<f32>) -> [[location(0)]] vec4<f32> {
let random: vec3<f32> = textureSample(randomTexture, Sampler, vUV).rgb;
var i = 0;
loop {
if (i < 1) {
} else {
break;
}
let offset : vec3<f32> = vec3<f32>(random.x);
if (offset.x < 0.0 || offset.y < 0.0 || offset.x > 1.0 || offset.y > 1.0) {
i = i + 1;
continue;
}
let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
i = i + 1;
}
return vec4<f32>(1.0);
}